MechWarrior: Living Legends
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KitLightning
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« Reply #90 on: June 23, 2008, 07:34:53 AM »

alright... lets d oa change in tack... how do you handle players that arnt heavy into warfare (even though 95% will be)?

Now the topic begins to become interesting ... how should the handling of the players character function!
a.k.a. character creation, character schooling (if any), the characters engagement in the house/clan...(contracts active, - completed, - failed...)

Simple.  The character generation system will handle what players can and cannot do with their characters, what they're qualified to pilot, if anything.  Therefore, if a player wants to play off the archetype of a spy, they can, or an explorer, or a JumpShip/DropShip Captain, etc.,

so we´ll have players acting in the various roles available in the universe. How do you suggest we manage players acting as merchant, or should that be bot-driven?

... ad nauseum.

are you thinking of implementing a "Player Health Condition", say as in tjhe style of Fallout! A broken leg or arm would automatically degrease the Players combat readiness! And if it were a broken leg or arm the character had to (or is then forced to) engage in other aspect (than as a pilot) in the region/world that he/she residense in.

... skill sets, as well.  Someone CAN move up the political or nobility ladder, or the civilian or military ladder, or all of them simultaneously.

jubii ... clapping hands! and that´s a possibility in the CBT universe... ´pops a beer and salutes the suggestion!

... let the Admins/creators, hold major positions...

That part of the game setup is actually a good one, thou adding the CL/IS leaders of the various player groups that will eventually come, a certain control in the game should be possible, and also letting them gain respectfull positions in the Game world, I see this as a more correct solutions, but yes having Admins as the top of the hierachy, is a must, that way the world structure is not corrupted (easily).

Heck if a manufacturer became wealthy enough they cold sponcer their own mercenary company.
Now you're getting the idea.

cool ... dozess of dreaming...

and the politicos could influence the war by making treaties and making sure the right units got what the needed, along with managing the "Common people" ... after all its Politics that rule the kingdom not the generals.
Yesnomaybe.  If the game goes the way I would like to see it go, the lore and history would remain intact until it was time to cut everyone loose into their earned positions and let the game play out the way THEY want it to play out.

To a certain degree the players should be able to control the universe, either by force of arms, or by political actions, but the player has to have developed his character in that direction too. On the treaties subject, the gameworld should have certain restrictions, due to the balance, and obvious enemies should not be able to make other treaties except peace treaties, at least not in the intial game and 1-2 years forward in the timeline.
CW dosnt it depends on how wealthy and influentual a pilitician is, and eventually a renegade general could possibly have a force big anuf that the general could seize a planet! oh a plot arised... (cencored for public discretion)

... allow players who follow specific paths to be able to earn their way to an offer of playing one of the major characters in the Inner Sphere. Since there are hundreds of major characters to choose from, and likely to be millions of players, the difficulty to achieve this would be astronomical.

If the game world actually became a mayor buzz, the amount of players able to reach the abitily to gain control of mayor chaacters would degrease rapitly, no I think the players character, is the one that should gain a more prominent role in the overall game world. We cannot be sure that all players will eventually play the "offered" character as it is supposed to be played. So thats nihil in monde, and should not be possible, thou its a good idea, I´ll give you that.

... take over a major persona in the universe...

Having a (non-admin or in-house) player to control vital positions in a game world is a dangerous path, that you may eventually give that player too much control (game-wisely), and nepotism would surely spread (among that players own/earlier fellows)!

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(TLL)Redwolf
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« Reply #91 on: June 23, 2008, 08:29:48 AM »

Frankly i was going to let the Admins/creators, hold major positions such as Kia, and Victor Steiner-Davion. I don't know how any games would know how a certain character should play... I mean Hanse "The Fox" Davion, isn't going to the Kuritas Black Luthien or to the CapCom, on a whim, while a player might. I dono.... this would be heavily dependent on the players i guess....
Well, that's the point.  The devs watch how the 'highest scoring' individuals do in the game, like the top ten or fifteen, until they decide to just allow a player to keep playing the way they want to play, or they find a rough match to a major personality.  That rough match will have the same, or very similar, supposed mindset, and be able to act accordingly.  Yes, this would take more effort; however, with the sheer amount of cash this game WILL bring, period, it can be done.

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ok since we dont really have a conflict here... how do you propose to handle supplies and logistic chains? Now as i recall you dont do a unit:unit trade off.... (my 50 locusts comment) but do a unit to cash trade off?
Okay, please don't confuse the comments I've made elsewhere on these forums that are for THIS mod with anything I would do for BTO.  Two completely different animals; this game has enormous strengths and BTO, right now, is a wisp of smoke, nothing more than a series of ideas put on paper.  These people, here, are doing something amazing while I'm still wishing.

Now, how would I handle logistics?  As close to what the real-world would allow as possible.  In other words, supplies, armor, ammunition, and new battlements, sundries, food, etc. -everything that goes into keeping a 31st Century army on the move- would be ordered, purchased, compiled to a single warehouse, and jumped to the location of the ordering unit.  That stockpile is subject to interception by opposing forces and pirates, subject to interdiction by the various companies of the Inner Sphere because of some manner of vendetta or belief system, and subject to intelligence reports that go back up the individual chains of command and support, etc.  Messing with supplies and pay is not a good way to help your own cause, though, and people will know it in the game, so the likelihood is they won't mess with it.

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Some how this just epically confuses me. if a player-Manufacture is pumping out locusts by the swarm (no pun intended Smiley, he may be be putting out 100 Mill C-bills in production.... now that doesnt translate to 15 dashis on the field.. it SHOULD translate to  40 locusts on the field....
The factories will be in place; I already have annual tonnage values of production for average factories based on the tech level and type of the battlement being produced.  Now, the hard part comes in determining what factories produced what beginning in what years -I have this data, I just haven't worked it to come up with the numbers of 'Mechs available, yet, and it would take a team of 10 people a full year just to do it- and which factories have multiple production lines, and which factories have been destroyed or disabled since the 1st Succession War, which delayed factories have been rebuilt, what re-tooling time it takes to produce new chassis.  Then, once all of that is figured out, we have to be able to free up space for player submitted designs and how many of those would be produced at what cost for a particular time period.  It is NOT going to be easy to put all of this in place.  Don't even ask me about economy, my head is likely to explode.  Okay, maybe not, but I will have a headache... Grin
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« Reply #92 on: June 23, 2008, 09:02:15 AM »

Simple.  The character generation system will handle what players can and cannot do with their characters, what they're qualified to pilot, if anything.  Therefore, if a player wants to play off the archetype of a spy, they can, or an explorer, or a JumpShip/DropShip Captain, etc.,

so we´ll have players acting in the various roles available in the universe. How do you suggest we manage players acting as merchant, or should that be bot-driven?
Yes and no.  There will, of course, be in place multiple thousands of merchant NPCs across the universe, perhaps millions -we wouldn't know unless we were allowed to build the game- and the universe will continue to expand with Player Characters of all types, who will be able to take on every single role any NPC in the universe has.  It will all depend on how a player designs their character, what role(s) they choose to play in and, once the character is in the mix, how they build that character.

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... ad nauseum.

are you thinking of implementing a "Player Health Condition", say as in tjhe style of Fallout! A broken leg or arm would automatically degrease the Players combat readiness! And if it were a broken leg or arm the character had to (or is then forced to) engage in other aspect (than as a pilot) in the region/world that he/she residense in.
I hadn't thought of that, and I'm uncertain it would be good for a MMORPG.  I'm already pushing a slight boredom factor with some of the unrefined concepts I've developed that are necessary to the lore/history/game functioning of the universe, but that's something to look into for sure.

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jubii ... clapping hands! and that´s a possibility in the CBT universe... ´pops a beer and salutes the suggestion!
Players have always been limited within their very own classes in every MMORPG that's been developed so far, and I would really like to break that cycle, if I ever get money enough to do it.  FASA Corporations original games all provide for that mechanism.  There are archetypes but no real classes.  There are classifications, as in the real world, based on skills, training, and licensing/certification -aka a Green MechWarrior... this does not mean he is brand new to the MechWarrior CLASS, this means he is qualified to pilot BattleMechs and is rated as green because he's new- but there are no real classes.  Even though the MechWarrior PnP RPG has always sucked balls, as it doesn't fit the table top mold, I would say the game itself was way ahead of its time, and would fit a MMORPG perfectly.

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That part of the game setup is actually a good one, thou adding the CL/IS leaders of the various player groups that will eventually come, a certain control in the game should be possible, and also letting them gain respectfull positions in the Game world, I see this as a more correct solutions, but yes having Admins as the top of the hierachy, is a must, that way the world structure is not corrupted (easily).
I agree, completely, with both of you.  However, I also believe admins should, based on player performance, attitude, maturity and, perhaps, even knowledge, be allowed to choose their successor and relinquish that character to a player.  Players would really have to put their characters and themselves through the ringer to get there, but I think it would be a very neat, very new, aspect to MMORPGs.

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To a certain degree the players should be able to control the universe, either by force of arms, or by political actions, but the player has to have developed his character in that direction too. On the treaties subject, the gameworld should have certain restrictions, due to the balance, and obvious enemies should not be able to make other treaties except peace treaties, at least not in the intial game and 1-2 years forward in the timeline.
Well, I think the treaties would be at the discretion of the game system for about the first 10 years of MMORPG activity -yes, I realize the typical MMORPG only lasts for 5 years, but this will NOT, CAN NOT, be the typical MMORPG- but when it comes to things like mercenary contracts, there are hundreds of them already developed in the FASA, FanPro, and I'm sure they will continue in the Catalyst books and all of those, and many hundreds to thousands more would be available.  See, before MW2 and MW2: Mercs became popular for their Clan origins, hardcore IS players throughout ALL of the leagues played as if they were mercenaries in the Inner Sphere, and it wasn't until the later introduction of the Clans that things began to change.  For the first couple years, at least, after the multiplayer video games began to come out, mercenaries were the shiznit, the cool deal.  I would like to see a small return to that in BTO, which means there would have to be a LOT of contracts available.

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CW dosnt it depends on how wealthy and influentual a pilitician is, and eventually a renegade general could possibly have a force big anuf that the general could seize a planet! oh a plot arised... (cencored for public discretion)
See, that also depends on how important that planet is to whether or not the Liege Lord of that Inner Sphere or Periphery state would allow them to keep the planet, appoint it to them -as they would a Land Holding for a new minor noble or MechWarrior that really gave a lot, if not all, per the MechWarrior rules- and leave it be, or if the planet is very important -whether for military forces, agriculture, production, banking, etc., or for strategic reasons- if they wouldn't just drop the hammer on the unit that took over.

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If the game world actually became a mayor buzz, the amount of players able to reach the abitily to gain control of mayor chaacters would degrease rapitly, no I think the players character, is the one that should gain a more prominent role in the overall game world. We cannot be sure that all players will eventually play the "offered" character as it is supposed to be played. So thats nihil in monde, and should not be possible, thou its a good idea, I´ll give you that.
Well, see, only those players who believe they should be in those positions, or even knew what those positions meant -and I mean for the BattleTech/MechWarrior community to only be about 1/3rd of the overall population of the game- would even try for them in the first place, because they want to play them.  However, if a player without any designs to be in a major personalities position is offered one, and they turn it down, no big deal.  The admin seeking someone for that position puts a mark in the database that the player did not want to play that character, and that character will not be offered to them again. 

All in all it's supposed to be an incentive for players to move their characters in specific directions so when the free-run portion of the game, at the 10-year anniversary mark, comes up there will be people in positions of authority that deserve to be there, and will do the right thing to continue development of the universe in the right direction rather than just destroying it outright.  My idea stems from the fact that there are house, clan, periphery, and merc leaders in all manner of real-world leagues who, frankly, don't have what it takes to really do what is necessary, in a MMORPG environment, and it would be a disaster to just allow them to take control of something large, because they would run it and the whole universe into oblivion in a matter of weeks.  You always hear stories about guys taking planet after planet over the space of hours, entire houses in weeks, etc., and that's just a huge load of crap to me.  That shows me a lack of care on the parts of the people who built the leagues in the first place -don't get me wrong, I admire their work, to a point, and they did something I couldn't do, but they still didn't care enough to make it necessary to work over a planet.  In fact, ISW are the only crew who have thus far.

Anyway, that would all have to change in BTO.

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Having a (non-admin or in-house) player to control vital positions in a game world is a dangerous path, that you may eventually give that player too much control (game-wisely), and nepotism would surely spread (among that players own/earlier fellows)!
Yes, that is a worry, but then that's why the path is very long to get there and various important requirements must be met beforehand.  Even once a leader gets to a top spot, they only have so much power on what Player Characters they can bring closer to them based on nepotism, etc.  It would still take a very long time to get their friends up there with them, if the game is programmed correctly. 

Okay, I need you guys to understand this:
Every single player in the game will be required to use their character as a tool to chip away at their own little tunnel in the coal mine to get where they want to go; this will be coded into the game, and is not modifiable by higher players just because they want their friends right next to them.
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« Reply #93 on: June 23, 2008, 02:06:20 PM »

WOW you two have been buzy! yay it's no longer a clash of one idea vs another (even though we have been alot on the same line) its now an FFA! yay!

"so we´ll have players acting in the various roles available in the universe. How do you suggest we manage players acting as merchant, or should that be bot-driven?" ~Kit ( have abandoned the quote tool... too tedious)

NPC's unless the game is an epic success, will out number the Pc's almost always. If everything was player driven you might have one or two people doing production,and maybe one acting as a jumpship/dropship captain. This would make the nation they are under, of course, collapse in the way of military might... so thus we punt NPC's into the mix to proved a stable economy. Once more PC's want those roles the NPC's will be filtered out as players take their roles.

"I hadn't thought of that, and I'm uncertain it would be good for a MMORPG.  I'm already pushing a slight boredom factor with some of the unrefined concepts I've developed that are necessary to the lore/history/game functioning of the universe, but that's something to look into for sure."~ Red

Agreed. Im not ass enthusiastic but it falls under my secondary or tertiary things to look into now.

"See, that also depends on how important that planet is to whether or not the Liege Lord of that Inner Sphere or Periphery state would allow them to keep the planet, appoint it to them -as they would a Land Holding for a new minor noble or MechWarrior that really gave a lot, if not all, per the MechWarrior rules- and leave it be, or if the planet is very important -whether for military forces, agriculture, production, banking, etc., or for strategic reasons- if they wouldn't just drop the hammer on the unit that took over." ~Red

There are of course exceptions... all i have to say is Wolf's Dragoons on Outreach.\

"Every single player in the game will be required to use their character as a tool to chip away at their own little tunnel in the coal mine to get where they want to go; this will be coded into the game, and is not modifiable by higher players just because they want their friends right next to them." ~Red

there was never any doubt of that in my mind red.

Now then...Red you mentioned that factories are going to be in predetermined locations with predetermined outputs? sounds a little callous on the players who what to make the most money, after all a supply/demad system would make manufactures see the light of producing a certain item.

Now then let my make an example and i want to know if it would fly under your banner red, cause it flies under mine. Lets say that we have a VERY successful maufact company under the control of a player. THey have roughly 500 Mil in C-bills of disposable cash on hand and they decides to expand and create a new complex. The hitch is that they want to create a new primary production center on say... Arc-Royal, far from the front lines where the dont have to worry about being splashed by baddies. would you or would you not alow players to expand and create basses/complexes on planets, since Arc is a capitol planet, it would obviousl y be very very expensive to get a land spot there. But certain other planets arnt heavily populated, and would be much cheaper to build on, only hitch is the transportation costs. So... red... opinion....please Smiley

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« Reply #94 on: June 23, 2008, 03:42:57 PM »

There are of course exceptions... all i have to say is Wolf's Dragoons on Outreach.\
Wolf's Dragoons did not take over Delos, didn't fire a single shot on them.  Rather, within an hour, the Dragoons requested an audience to get a contract.

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Now then...Red you mentioned that factories are going to be in predetermined locations with predetermined outputs? sounds a little callous on the players who what to make the most money, after all a supply/demad system would make manufactures see the light of producing a certain item.
Well, that's the point, though, isn't it?  Think about it, a guy fresh out of high school, unless they were born with a silver spoon in their mouth, is not going to move directly into the CEO slot at a Fortune 500 company, right?  A person without a college education, unless they have the body and face of a model, is not going to work for the Nuclear Regulatory Commission or find themselves in a position of any importance at all, are they?

Same thing with the factories.  Same thing with new characters freshly made just launched.

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Now then let my make an example and i want to know if it would fly under your banner red, cause it flies under mine. Lets say that we have a VERY successful maufact company under the control of a player. THey have roughly 500 Mil in C-bills of disposable cash on hand and they decides to expand and create a new complex.
First question... what did the player have to do in order to get their character in that position?

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The hitch is that they want to create a new primary production center on say... Arc-Royal, far from the front lines where the dont have to worry about being splashed by baddies. would you or would you not alow players to expand and create basses/complexes on planets, since Arc is a capitol planet, it would obviousl y be very very expensive to get a land spot there. But certain other planets arnt heavily populated, and would be much cheaper to build on, only hitch is the transportation costs. So... red... opinion....please Smiley
I like it, and I've thought of it often.  I believe that the basis of games like Starcraft and Civilization ought to be placed into a MMORPG at some point so various worlds and/or locations can be developed new.  Commanders, CEOs, Nobles, Politicians, and non-Corporate Business Owners would be able to design their own buildings with game software -not connected to a server, though the final product would be uploaded to a server when it was ready- and be able to place those buildings, to move through a construction pattern and cycle like building a real structure would take, as soon as they had the resources -as determined by the design program and also uploaded- to build it.  That structure would then become part of the permanent database and available to others to pull from.

You've just revealed a problem I hadn't thought of until now.  I've been working under the assumption that nearly all players would want to play MechWarriors or some manner of combat junky, because the combat will be real, even if the results stay in line with the lore, on the battlefield.  However, what about those who know how the storyline is working and decide to work towards going into business for themselves?  How would that impact the economy of the game, the balance of it?  Hmmm, something I'll have to give more thought to, eventually.
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« Reply #95 on: June 23, 2008, 04:16:27 PM »

YAY... something he hadnt considered... well hell i haven't realy considedered it myself....

as to your question about the character.... Tons of time spent in the education areas, and started working as a lowbe, showing skill and ingenuity on how it should be done he moved up the corporate ladder a bit. Now realizing that he could be much better off on his own, he takes out a lone on the chance of sparking it off big on his own. THanks to his connections he gets the drift from a commander that their troops going through heavy AC ammo like wild fire, so he begins to produce that. This spiral upward from there and hes sitting at the top of his own company that produces arms and ammunition (this is of course over the span of many,many months). Now since the war has recently been heating up, and the front is rather close, along with teh fact that transportation costs are astronomical since hes a ways away from a commerce hub, he liquidates assets and decides to relocated farther behind the front, and closer to the trade routes.
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« Reply #96 on: June 29, 2008, 03:26:12 AM »

... nearly all players would want to play MechWarriors or some manner of combat junky, because the combat will be real...

hmm I would most of all play a BT/MW if it had the real feel as driving a tank. With that i mean that the ´Mech unit has to be callibrated to engage with its armament! Grin

However, what about those who know how the storyline is working and decide to work towards going into business for themselves?  How would that impact the economy of the game, the balance of it?

Only people with a solid knowledge will attempt to play the game as a Mercenary, or other position were the economy has a larger role ... and I dont think we´ll have to worry about grinders in the game, that raising a solid economy and also sponsors of a mercenary unit takes months (if not years) to set-up!
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« Reply #97 on: June 29, 2008, 08:57:42 AM »

hmm I would most of all play a BT/MW if it had the real feel as driving a tank. With that i mean that the ´Mech unit has to be callibrated to engage with its armament! Grin
I agree with you.  My feeling is that it's time to build a game where the player has the opportunity to have more control over their 'Mech, through their controls and what-not.  That being said, the 'Mechs would have to be slowed to around their TRO speeds, where a Flea does not move 900kph (or whatever amazing speed it moves in Mercs 4), but rather the 118.8 kph maximum listed in the TRO, and should be difficult to control because it's top-heavy.  I've always hated that about MW4... Cyberlore and M$ really screwed that game up so badly.

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Only people with a solid knowledge will attempt to play the game as a Mercenary, or other position were the economy has a larger role ... and I dont think we´ll have to worry about grinders in the game, that raising a solid economy and also sponsors of a mercenary unit takes months (if not years) to set-up!
I wouldn't dare say we wouldn't have to worry about them, but the idea of a full working economy might keep them at bay. 

As for becoming a Mercenary, I wouldn't say, either, that players who don't know the game won't want to form Merc units, because the option will eventually come open to them at the same time it will for anyone with enough ambition and cash to begin one, but it will be difficult to start up as a Merc and it will be difficult to remain in business if the right contracts don't come up or one doesn't really know what the right contract would look like.  Just like in the real world, building a business will require a rather extensive set of plans for forming the unit, keeping it solvent for a long time, finding investors and having a plan to pay them back within a certain time-frame, paying any taxes, fines, storage fees, restrictions, transport, etc., ad nauseum.  However, for those with the real girth to get it done, it can turn into a real boon, eventually, and be a true measure of accomplishment and success for a player and anyone else in that players unit.

Mercenary units, according to the lore, don't take months or years to set up, they take years or decades.  Now, how much time does an individual spend raising money in order to be able to accomplish that goal BEFORE they go official with the merc unit, I don't know.  How much time after the Merc unit is begun does it take for the unit to become truly solvent and independent, I don't know.  However, I think all of that time is figured into the years and decades FASA originally wrote about in their books.

In a BT MMO, people are going to have to be smart, savvy, logistics-oriented, and tactics-proficient in order to begin and keep flowing a merc unit.  I don't think it would really be made as hard as the real-world business atmosphere in our present world, especially because economic circumstances will be far different 1,000 years from now than they are now, but it's not something that will be looked on as an easy thing to do.
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